/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraComputeExecutionContext.h
struct FNiagaraComputeExecutionContext
bool
bHasTickedThisFrame_RT
Used to track if we have processed any ticks for this context this frame.
bool
bResetPending_GT
Do we have a reset pending, controlled by the game thread and passed to instance data.
uint32
BufferSwapsThisFrame_RT
FNiagaraScriptI...
CombinedParamStore
Dynamic state updated either from GT via RT commands or from the RT side sim code itself.
uint32
CountOffset_RT
uint32
CPUCount
The CPU instance count at the time the GPU count readback was issued. Always bigger or equal to the GPU count.
uint32
CurrentMaxAllocateInstances_RT
The current maximum instances we should allocate on the RT.
uint32
CurrentMaxInstances_RT
The current maximum of instances on the RT.
uint32
CurrentNumInstances_RT
The current number of instances on the RT Before ticks are processed on the RT this will be CurrentData's NumInstances As ticks are processed (or we generated the tick batches) this will change and won't be accurate until dispatches are executed
FNiagaraDataBuf...
DataBuffers_RT
TArray<FNiagar...
DataInterfaceProxies
FNiagaraDataBuf...
DataSetOriginalBuffer_RT
Used only when we multi-tick and need to keep track of pointing back to the correctFNiagaraDataBuffer.
FNiagaraDataBuf...
DataToRender
Most current buffer that can be used for rendering.
FName
DebugSimFName
FString
DebugSimName
TArray<FName>
DIClassNames
FNiagaraCompute...
EmitterInstanceReadback
TRefCountPtr<F...
ExternalCBufferLayout
uint32
ExternalCBufferLayoutSize
Persistent layouts used to create the constant buffers for the compute sim shader
uint32
FinalDispatchGroup_RT
uint32
FinalDispatchGroupInstance_RT
uint32
GPUCountOffset
The offset at which the GPU instance count (seeFNiagaraGPUInstanceCountManager()).
UNiagaraScript...
GPUScript
FNiagaraShaderS...
GPUScript_RT
FNiagaraGpuSpaw...
GpuSpawnInfo_GT
Game thread spawn info will be sent to the render thread insideFNiagaraComputeInstanceData.
bool
HasInterpolationParameters
FNiagaraDataSet...
MainDataSet
FNiagaraDataBuf...
MultiViewPreviousDataToRender
For MultiView, we need to track the previous frame's data for rendering systems on other view families.
uint32
ParticleCountReadFence
Particle count read fence, used to allow us to snoop the count written by the render thread but also avoid racing on a reset value.
uint32
ParticleCountWriteFence
TWeakObjectPtr<...
ProfilingComponentPtr
FVersionedNiaga...
ProfilingEmitterPtr
TArray<FSimula...
SimStageInfo
FNiagaraDataBuf...
TranslucentDataToRender
Optional buffer which can be used to render translucent data with no latency (i.e. this frames data)